<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<title>Flanvas - Image - Alpha</title>

<script src="../flanvas.r25.js" type="text/javascript"></script>
<script type="text/javascript">
window.onload = function() {
	_f.traceDiv = document.getElementById("trace");
	//_f.clearTraceOnFrame = false;
	//_f.traceDraw = true;
	stage.canvas = document.getElementById('myCanvas');
	stage.fps = 24;
	
	var img = new Loader();
	stage.addChild(img);
	img.contentLoaderInfo.addEventListener(Event.COMPLETE, function(event) {
		//alert(img.content().bitmapData());
		//img.alpha(0.5);
	});
	img.load(new URLRequest("http://flanvas.com/images/logo.gif"));
	
	var img1 = new Loader();
	stage.addChild(img1);
	img1.contentLoaderInfo.addEventListener(Event.COMPLETE, function(event) {
		//alert(img.content().bitmapData());
		img1.alpha = 0.5;
		img1.x = 50;
		img1.y = 50;
	});
	img1.load(new URLRequest("http://flanvas.com/images/logo.gif"));
}
</script>
</head>

<body>
<p>
I changed how image alpha works. As of right now, you get no alpha effect on images (so sad!)
</p>
<div id="trace" width="250" height="350" style="position:absolute; right:0; text-align:right;"></div>
<canvas id="myCanvas" width="550" height="400" style="position:absolute; left:0; top:0;"></canvas>

</body>
</html>